Created
May 23, 2020 02:40
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Shader "Unlit/mosaic" | |
{ | |
Properties | |
{ | |
_DivideNum ( "Divide Num", Float ) = 1 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Cull Off ZWrite Off ZTest Always | |
GrabPass | |
{ | |
"_BackgroundTexture" | |
} | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
sampler2D _BackgroundTexture; | |
float _DivideNum; | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
return tex2D( _BackgroundTexture, floor(i.uv * _DivideNum ) / _DivideNum ); | |
} | |
ENDCG | |
} | |
} | |
} |
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